Phaedon wrote...
--
I am also pretty certain that handling incendiary rounds require additional training than handling standard rounds.
wut?
Phaedon wrote...
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I am also pretty certain that handling incendiary rounds require additional training than handling standard rounds.
Modifié par Shifty Assassin, 30 juin 2011 - 09:10 .
Modifié par Parion, 30 juin 2011 - 09:41 .
Modifié par Lumikki, 30 juin 2011 - 11:27 .
Dangerfoot wrote...
Agree with the OP. Making ammo "powers" just seems like a way to fill out the Soldier's powers list. It's just stupid magic weapon enchants, and why some characters can use it and others can't is never explained, because explaining it would be pretty impossible since it's totally ludicrous.
Please make ammo "powers" into weapon mods.
It makes sense to me. Projectile physics may be affected, and weapon may require special handling.Mesina2 wrote...
Phaedon wrote...
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I am also pretty certain that handling incendiary rounds require additional training than handling standard rounds.
wut?
Modifié par Phaedon, 30 juin 2011 - 12:22 .
Mesina2 wrote...
And how does that explains for doing extra damage and giving ammo powers to squadmates too?
Modifié par Praetor Shepard, 30 juin 2011 - 12:32 .
Because classes didn't have even access to them.SNascimento wrote...
Ammo powers were one of the better parts in ME2. I really don't understand why people whine so much about it.
Modifié par Phaedon, 30 juin 2011 - 12:47 .
Phaedon wrote...
How about you don't go:Shotokanguy wrote...
TexasToast712 wrote...
Ammo Powers are just like they were in ME2 and thats the way I like it. /thread
How bout no?
Don't listen to him guys, if you have something to say go ahead.
"No I don't like your opinion, it's different than mine, every one else please ignore him"
on a public forum?
HTTP 404 wrote...
vote in my sig....
Mesina2 wrote...
^You don't need to have some elite training how to hold flammable stuff.
And how does that explains for doing extra damage and giving ammo powers to squadmates too?
lazuli wrote...
The Spamming Troll wrote...
give the soldier a huge defensive debuff, give them carnage, assasinate, marksman, make them heavy weapon exclusive.
i always thought people thought ammo powers were completely useless unless for their CC potential.
The added damage is somewhat marginal. I like your suggestions... but I do have some reservations. I don't think we need weapon-specific powers anymore. Concussive Shot has been rumored to work differently depending on the current ammo power in use.
I'm glad you didn't recommend the return of Immunity.
Warp Ammo and Tungsten ammo were accessible as bonus powers and those 2 are the best ones anyway. I hope they bring back warp ammo. I liked the idea that my Vanguard could use his biotics to make his guns kick more ass.Phaedon wrote...
Because classes didn't have even access to them.SNascimento wrote...
Ammo powers were one of the better parts in ME2. I really don't understand why people whine so much about it.
Phaedon wrote...
How about you don't go:Shotokanguy wrote...
TexasToast712 wrote...
Ammo Powers are just like they were in ME2 and thats the way I like it. /thread
How bout no?
Don't listen to him guys, if you have something to say go ahead.
"No I don't like your opinion, it's different than mine, every one else please ignore him"
on a public forum?
Because we had the same thing in the first game WITHOUT using up ability slots. PLUS in the first game the soldier was more FUN overpowered but fun.SNascimento wrote...
Ammo powers were one of the better parts in ME2. I really don't understand why people whine so much about it.